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Messages - Cless

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News Submissions / Re: Translations: Completed Translations by aishsha
« on: August 23, 2009, 01:35:36 pm »
Haha. This was my first project. I remember working with (wraith) to expand the command menu. Wasn't long until I stopped in favor of other things, though. Cool to see that it's been done.

News Submissions / Re: Translations: dead, update your links!
« on: August 23, 2009, 01:32:39 pm »
The original site can still be accessed via

News Submissions / Re: Translations: Utawarerumono Translation Released
« on: February 18, 2008, 11:50:55 pm »
I've been looking all over the place for that god damn font (the one used on the title screen and battle conditions text)! It was used in a lot of console games last gen.

What is it called?

Personally, I like Chicago, but the lowercase "k", the exclaimation point and the question mark could all use slight touch-ups to make them look a little more aesthetically pleasing.
Something kind of like this:

I might give those mods a try.

I've tried two other fonts for the 16x14 text in the past, but this one by far, I felt, suited the game better than any of them by a good green country mile. One part of it is that it has that "Classic RPG" vibe to it, and some might say that Tales of Phantasia *is* well-deserving of being called a classic. We on the project believe it is, at least.

How is it possible that after a week of work you reached 40% of the translation, and after other 2 months (and more) you are only at 80%?
You would be at least at 800% :D

You showed so far every tiny update for menus, but nothing about dialogue? Only because they don't have proper formatting?

It was at 40% because that's how much of the script Cyllya sent me at the time. Since that time, Cyllya sent me the remaining 30% she had done and then I received a 5% chunk that Shinhoshi had done. _Bnu has also translated about 5% of what I sent him. So, there you have it, 80%.

Klarth is the one programming the script formatter. Anyone who knows him knows that he doesn't have all the time and motivation in the world. Who says translating can't happen in the background?

If you hate our project so much, then why are crapping in my thread? Maybe you could be a little uh... more civil and constructive?

I'm doubtful about the status of this translation ::)

What's so unbelievable about it? This is a report on things that have gone on since our August update, not stuff that happened overnight.

News Submissions / Re: Translations: Metal Max Returns: Roll out!
« on: November 06, 2007, 08:40:09 pm »
Looks good!

Reminds me that I picked up Metal Saga the day it came out, and it still sits piled high on my game backlog. :/

It's a bit too soon for a new news update, but I figured I might as well post new progress in last few days here.

Habilain has done a ton more ASM hacking of in the last several days. DTE bugfix,  DTE added to battle text routines, bugfix to dialogue hack (should be flawless now), and even got the Auto character's tech display to two columns. He's taking a small break right now since all this has overloaded him at the moment, but he'll be back soon to finish up the rest of the slightly more than small loose ends that remain in the hacking department.

I also did a tiny ASM hack last night to fix the "Throw item away" text.

Woot. I still can't believe how far along this is. :P

Cless: Easily readable in the natural game resolution, probably eye hurting at full screen (I like playing in natural resolution, less blocky.)

Doesn't do such a thing to me, and I have a 32 inch HDTV.

I now prefer to play in emulator, though. Even with my PS2 with component out, the colors look washed out and I hate all the interlace artifacts. The colors are much more vibrant running from my PC via VGA to my TV, and it's progressive.

Like I said, I'm not interested in arguing semantics, or seeing anyone doing so about both projects. I did however write up a massive post on my own forum about the direction I'm taking with my project and various thoughts on localization.

I strongly doubt that you'll run into that problem at all. Unless Arche winds up fucking like a tiger, that is.

I was worried about idiots who will end up hating our version simply because we won't be handling those scenes in such a direct, overdone risque manner. For some people, it's what the game's all about, the rest of it can go to hell. I saw it when the GBA version came out (which was still plenty suggestive, at that).

I would just like to add that throughhim and I are on peaceful terms. We do not wish to see a war over translation sentiments, or who's patch will be "better." I personally hate drama, and want to avoid it. Yes, I had a meltdown yesterday, but I'm over it already.

Unfortunately, the comparisons are inevitable and so are those who come to "fight" for whatever "side" they believe in.

Personally, before this was revealed to me, I was more worried about comparisons to Dejap's SNES patch.

Well, seeing the latest update on that blog, I guess my pride is now officially crushed. Seven years of work... for what? :banghead:

Great work cless! I've been waiting years for this. Better beat those other guys to it.  :thumbsup:


Although that's not meant to directly compete with us (differing sentiments in translation approach), I can't help but feel that it makes us seem lame as far as technical achievement. They've accomplished what took us five years in what seems to be 1-2 weeks or less. :/

He even updated the In Progress entry for the translation as well! Cless gets  two :cookie: :cookie: s!! And that my friends is how to best utilize :)

I could've sworn I submitted some new screens to replace the previous ones as well. Not sure if they somehow got eaten. I'll just resubmit them.

Yeah, we've hit a few snags already but we managed to figure out each one we've come across.

I'm quite graceful that the game's internal half-width font is so nice, despite not having lowercase characters in it. It will do just dandy for a menu translation. Plus we get a generous amount of screen space for just about everything. This game won't need a VWF. Though I would like to figure out how to manipulate the font sizes...

I KNOW I added to my allowed domains when I posted the news the other day. My htaccess must've gotten rolled back or something. Or maybe I forgot to upload it....

Dammit, the image must've been in my cache when I posted my message. Fixed now.

Legendia's the series blacksheep. It was designed by an entirely different team than the two in Tales Studio, and was met with lukewarm response here. I'd say it was decent, but in some ways felt like a generic entry. Didn't really offer any interesting twists to the gameplay

And yes. Honestly, I feel that the PS2 version of Symphonia is awful. Loading times are literally 6-7 seconds to load and end a battle. The framerate also got cut in half (60 to 30FPS... even though sometimes it feels less than 30FPS), which IMO hurt the feel of the game in a big way. The extras weren't worth the technical problems. Though it does work on the PS2 hard drive which brings loading back down the GameCube's levels (2 seconds average).

But it hardly matters. Tales of the Abyss is the game Symphonia aspired to be, from what I can tell. A lot of refinements to the system and additions. Most people who import the series from what I've seen say it's easily the best entry in the series. I only put a few hours into the import because I wanted to see if it would come out in english, and it will be, thank the gods. Symphonia IS my current favorite, because of its gameplay... but I can see Abyss making it completely obsolete.

Unless you're a hardcore Phantasia fan interested in the ancient history of its world... just forget Symphonia and wait for Abyss!

Oh, and on the subject of ToD2. I got my executable file script dumper and am currently translating as much of the items list as I possibly can.


All I can say is that from what I've seen, Tales of Rebirth is very similar to Tales of Destiny 2, and it seems quite likely it used ToD2's engine as a template. I'd go out to say that it should be pie to hack after getting comfortable with ToD2. But it would probably be helpful if it ran in emulators so I could get some RAM dumps (I don't actually know if it runs in PCSX2 under any setting yet, I haven't tried it). RAM dumps have been insanely helpful when it comes figuring out how the text pointers work.

What's even more ironic is that Namco chose to call Eternia "Destiny II" even while the real Destiny 2 was certainly under development in Japan. I have no idea what the hell they were thinking. Some claim the name change was because of the word Eternia is copyrighted by the He-man people, others have claimed Namco just wanted the series to be known as the "Tales of Destiny" series overseas. But then Tales of Symphonia came out. Blah. I don't know the answer, and the Namco employees that are in touch with the public don't seem like they're allowed to speak of anything regarding titles that haven't made it over, or the name change...

I found even more text outside of the main executable for Tales of Destiny 2. This is good. :D

According to the update on his site, Cless has done all the work that he can do himself.  He's waiting on other people at the moment.

As for how that applies to how it's coming along... well, I don't know.

Yeah, exactly.

Our main ASM hacker is busy with school, script translator seems to have fallen into the abyss, and utility programmer sold his soul to Korean MMORPGs. I'm beginning to consider replacing the latter two. The latter one really frustrates me though because he knows a lot about the game and has been with us since near the beginning. :/

News Submissions / Re: Utilities: pSX 1.4 with tracing!
« on: April 02, 2006, 08:04:32 pm »
Incidently, I could use full CPU instruction logging.

PCSXTrace just locks up if I try doing a full, unfiltered trace...

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